Stretched Texture Problem With UVs on Long Mesh

I have an object that is very long and thin that requires a single texture, but I can’t get Blender to map the uv’s so that the texture isn’t stretched.

I’ve tried applying the various different mapping methods but it always comes out badly. I know I could cut seams but I don’t know how to do that without creating visible lines along the length of the object. I would like to be able to lay out the uv map in proper proportion to the object, but can’t seem to figure out how to do that.

Surely there must be a way?

You need to straighten your UVs. It should be a straght strip, otherwise your texture will look like it warps.

Example: https://us.v-cdn.net/5021068/uploads/editor/8q/w9f4xugipxb5.png

The easiest way to achieve what toxicsludge told you, is to use the UV Squares AddOn. Just select everything and hit “To grid by shape“ this will create straight, rectangular. pieces in the correct size.

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Have you tried Project From View or Follow Active Quads?

Yes I tried those and they don’t do what I need.

Thank you all for your input. I’ve been able to get things sorted out with a little bit of further effort.